Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Habibabob

Dayz Gunplay is Broken

Recommended Posts

Right now, it feels like you can assign a rarity to each gun, like common for the bk-12 and legendary for the m4, and nothing would be out of place. I think theres something wrong with that. The real only differences between weapons is mag capacity fire rate and damage. Thats about it. It not just like call of duty, in fact, its LESS fleshed out than call of duty. Adding inertia and weight to weapons would do a great deal of good for dayz, and change the pvp from being an arcade shooter to *click* with the rest of the game and support gameplay more than just on its own. 

 

Check out Deadline on roblox for ideas of how dayz gunplay could go, Trust. (its one of those games where you have to constantly say to yourself, "wait, this is roblox?")

 

other ideas to fully flesh out the system is to remove or soften the map based progression. It feels kinda cheap when you have to go the same route or general direction purely because of higher rarity tiers. The main downside with this would be being able to get an m4 on the coast and murder all the freshies, and have no inspiration to move or keep playing. The way to fix this would be to lower gunspawns enough that a good percentage of people will either be armed with melee or small arms, as well as changing the spawn zone to the entire map in certain areas (not especially near large military areas) and increase player count.

While that would greatly ail the problem with gunplay at the moment, it would also inadvertantly fix the monotone progression, overly competitive encounters (loot and shoot battle royale type of gameplay is what i mean by that)

the staleness of the game, and the current inability to make any other decision in terms of grand scheme other than what the game forces you to do, which is to go up (down in sakhal and livonias standards). Less dispersion of loot such as food and weapons (they can still be concentrated) would also change the idea of getting fully geared.

its no longer just a run to the "big top tier military base" and then just going back down and seeing what you can do before you die. Its a constant struggle, and the endgame is faded into the gameplay, which may seem controversial, but remember typically, the endgame is nowhere near as fun as clever and cunning scrounging as a bottom feeder. Not to make everyone a bottom feeder permantly, but to get rid of the stale, "oh well, im done now i guess" once you actually hit your goal of being geared, whcih is mainly due to the location tied into it.

 

That second take is more controversial and i haven't fully fleshed it out yet, but those are some possible ways to fix a problem that we definitely have

  • Confused 1
  • Sad 1

Share this post


Link to post
Share on other sites

The endgame is something all survival games struggle with tbh. Every game needs a beginning and an end and Dayz, SCUM, etc dont have that. There is no lore, no nothing for players to really discover about the world they play in. There's no real atmosphere either other than constantly being in danger and maybe the removal of fact finding is their way to make sure that players don't become distracted with the ambiance they're going for. Idk tho. I look at games like The Last of Us, Uncharted, etc and I feel they could achieve both a story rich environment and an impending sense of danger

They could do something like lock each map behind a certain level progression. Like for example, you'd need enough gear, supplies, and perhaps even a car and not to mention a map or some other form of info on where to go to unlock Livonia. Same goes from getting from Livonia to Sakhal. This could do well with the existing mechanic of character transference between 2 servers of different maps. But same POV. The overall endgame could be getting to a sanctuary of sorts where there is a community and no infected...like a last bastion of humanity.

  • Sad 1

Share this post


Link to post
Share on other sites
On 3/13/2025 at 4:05 PM, Habibabob said:

Right now, it feels like you can assign a rarity to each gun, like common for the bk-12 and legendary for the m4, and nothing would be out of place. I think theres something wrong with that. The real only differences between weapons is mag capacity fire rate and damage. Thats about it. It not just like call of duty, in fact, its LESS fleshed out than call of duty. Adding inertia and weight to weapons would do a great deal of good for dayz, and change the pvp from being an arcade shooter to *click* with the rest of the game and support gameplay more than just on its own. 

 

Check out Deadline on roblox for ideas of how dayz gunplay could go, Trust. (its one of those games where you have to constantly say to yourself, "wait, this is roblox?")

 

other ideas to fully flesh out the system is to remove or soften the map based progression. It feels kinda cheap when you have to go the same route or general direction purely because of higher rarity tiers. The main downside with this would be being able to get an m4 on the coast and murder all the freshies, and have no inspiration to move or keep playing. The way to fix this would be to lower gunspawns enough that a good percentage of people will either be armed with melee or small arms, as well as changing the spawn zone to the entire map in certain areas (not especially near large military areas) and increase player count.

While that would greatly ail the problem with gunplay at the moment, it would also inadvertantly fix the monotone progression, overly competitive encounters (loot and shoot battle royale type of gameplay is what i mean by that)

the staleness of the game, and the current inability to make any other decision in terms of grand scheme other than what the game forces you to do, which is to go up (down in sakhal and livonias standards). Less dispersion of loot such as food and weapons (they can still be concentrated) would also change the idea of getting fully geared.

its no longer just a run to the "big top tier military base" and then just going back down and seeing what you can do before you die. Its a constant struggle, and the endgame is faded into the gameplay, which may seem controversial, but remember typically, the endgame is nowhere near as fun as clever and cunning scrounging as a bottom feeder. Not to make everyone a bottom feeder permantly, but to get rid of the stale, "oh well, im done now i guess" once you actually hit your goal of being geared, whcih is mainly due to the location tied into it.

 

That second take is more controversial and i haven't fully fleshed it out yet, but those are some possible ways to fix a problem that we definitely have

I agree with the gunplay take however this is also a console ported game, they would find it way too tedious to have gun fights, they find it hard enough already tbh. 

Share this post


Link to post
Share on other sites

You are playing the wrong game.
DayZ is NOT... or "should not be" (see the game's ad) an "exotic war FPS"... another version of CoD or Battlefield... or the "return of ArmA". DayZ is a survival game, it is "is an unforgiving, authentic, open world sandbox online game [] on a server follows a single goal - to survive as long as they can, by all means necessary" (cit. https://www.bohemia.net/games/dayz)... in DayZ there is NOT... or should not be an "end game" (by default), because in DayZ it should NOT have an ending (by default). In theory, if you are good (and a little lucky, too), you should NEVER die.
Those who only try to arm themselves and fight other players to the death, have played the wrong game. This does not mean that, if they want to, they cannot do it... this means that this game is NOT made for this (at least according to what is advertised).
I agree that B.I. has too often made mistakes in "managing" the game... but the only mistake was to stuff too many weapons (secondary for this type of game), hats and t-shirts (basically irrelevant in their useless mass), and to leave out the real aspects of survival (leather jobs, more resistant and improvable bases over time, making hunting useful, making canned food rare, increasing the Z and making them infect the players... bringing back the characteristic that Z kills... always... etc...).
This is what a game like DayZ would require and that these programmers DON'T do (or are not able to do... who knows?!?).
Don't complain about DayZ comparing it to another war FPS... DayZ IS NOT, (or shouldn't be) another fucking "short-term war FPS"!
My 5 cents.
P.S.
If you're just bored of surviving, DayZ is NOT the game for you... DO NOT try to change DayZ, change YOUR game!

Share this post


Link to post
Share on other sites
On 4/29/2025 at 5:36 PM, blueshorts44 said:

I agree with the gunplay take however this is also a console ported game, they would find it way too tedious to have gun fights, they find it hard enough already tbh. 

There are normal servers and "hardcore" servers.

Gunplay could be better/more immersive on hardcore servers. Right now the only difference is 3pp/1pp and night brightness.

  • Like 1

Share this post


Link to post
Share on other sites

×